FakeGizmoDemo - simple example of creating a fake Gizmo - a three-arrow axis, mouse-moveable, that can be applied to an object at Runtime, not just during editing. Also contains an example of Procedural Mesh Creation - using only code to create an in-game mesh object from vertices and triangles.

JavascriptMultiDimArrays - Declare multi-dimensional arrays like int[,] or int[][] in JS (mostly obsolete in Unity 3.2, though still useful for jagged arrays)

Code Snippets

Calculating Lead For Projectiles - These script fragments allow you to add some lead ahead of the target allowing projectiles/missiles to collide with the target. Uses a quadratic rather than an iterative solution.

GridMove - A controller for character movement typically seen in old-school 2D RPGs and strategy games.

HeadLookController - A component that can be used to make a character look towards a specified point in space, smoothly turning towards it with for example the eyes, head, upper body, or whatever is specified.

iTween - Focusing on the established solutions and frameworks of projects such as TweenLite, Tweener, and other tweening systems, iTween is a battle-tested solution for streamlining production in the Unity3D environment.

MoveObject - Basic functions for when you just need to move something from point A to point B, or rotate by a given number of degrees, without anything fancy.

Marquee - Creates a scrolling label that moves from left to right across the screen.

PasswordField - Allows the user to type in a field masked by *'s (or any other character) [Unity has this built-in now. Leaving it as an example of more complex widget construction, but shouldn't be preferred for actual usage.]

PauseMenu - Standard pause menu used by Fugu Games for web players and widgets